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Thread: HD/Fury ship stats spreadsheet

  1. #1
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    Default HD/Fury ship stats spreadsheet

    Hey everyone!

    A little while ago I was able to rip all the assets from Wipeout HD. With all the assets came loads of XML files that define pretty much all of the settings for the game, including the settings for each ship. I started putting all of the ship stats into a spreadsheet not too long ago but I've been holding back on posting because I'm not really sure what you guys here think on sharing on such things. The spreadsheet still needs a lot of work done to it, all I've got so far are the basic variables although those by themselves build up quite the list. I've highlighted the four basic rows that would make the most difference to the ships handling, if anyone likes comparing then hopefully that should make it a bit easier.

    Here's the spreadsheet.
    Last edited by bigsnake; 15th February 2015 at 05:06 PM.

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    This is pretty interesting. But it doesn't really seem to reveal much about the ships. i could see this being pretty useful if i knew what all this meant. but even so, a lot of these numbers are the same across all ships and furys. Could you please explain what things like "turning falloff" are?

  3. #3
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    Sure thing, I just added notes to each value (hover over the value title to see what it means). The only problem is that those values have no description so it's only a guess based on how I use similar values to set ship stats in my own game, that's why I highlighted the rows that would obviously make the largest differences to how each ship handles. As for there being loads of repeated numbers, I'll add those into their own table in the future so they're not wasting as much space. Thanks for the feedback!

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    Thanks for the update! I just have one more question I forgot to ask. I noticed that there is no list of shield values on the sheet. Is it possible you could add that?

    Also there seems to be some weird things going on between speed classes. For example, the EGX-hd and AGS-hd's thrust are both rated as a '90' in the game. But in venom to rapier class, you've got AGS rated with more thrust than EGX even though the game says they are the same (in phantom everything seems fine though). kinda reminds me how the AGSystems-speed in 2048 has speed above the pir-hana on A+ class. I think this is kinda funny actually, is Studio Liverpool playing favorites?

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    Really? Most of the stats are the same for AGS HD v Fury? I swear the Fury feels heavier and a bit more sluggish than the HD.

    I assume it may have something to do with the other stats you haven't posted yet.
    Last edited by Ace3000; 15th February 2015 at 11:44 AM.

  6. #6
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    Just updated the spreadsheet with all of the extra stats plus loads of other global settings such as all of the weapon settings.

    Also there seems to be some weird things going on between speed classes. For example, the EGX-hd and AGS-hd's thrust are both rated as a '90' in the game. But in venom to rapier class, you've got AGS rated with more thrust than EGX even though the game says they are the same (in phantom everything seems fine though).
    I'd assume having those values off balance in the lower speed classes has something to do with drag (air resistance), in most cases the acceleration cap drops down after flash (for example AG Systems acceleration cap is 32 in flash but 27 in rapier). It's probably best to compare phantom class stats, those seem to be the most accurate.

    Most of the stats are the same for AGS HD v Fury? I swear the Fury feels heavier and a bit more sluggish than the HD.
    Yeah it's very strange, Wipeout is pretty balanced so most of the stats do remain the same all across the board. You'll probably find that extra weight is an illusion caused from the shape of the craft, I find that the normal AG Systems ship looks pretty flat compared to the Fury version so that could have something to do with it. Another strange thing I noticed when copying the extra stats across is that the shield values don't change between the HD and Fury versions, same for the actual menu rating values as well. Those are probably handled internally instead of being placed in the XML files though.

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    The thing I find interesting is the leftover data from Pulse. That is, the data for the Shuriken and Repulsor weapons. Maybe they were to appear in HD as well, but were cut out?

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    Quote Originally Posted by bigsnake View Post
    Just updated the spreadsheet with all of the extra stats plus loads of other global settings such as all of the weapon settings.
    Great job buddy, I've been looking for something like this for long time, I'm working in some, call it; "Statistical Racing RPG's" Wipeout based, have been developing games like that (lazily over the time), never published or shared anything tho. Anyways, this info is incredibly valuable to me, just two things to ask; have you posted the "updated" spreadsheet? couldn't find the link in your post, and also, is it there any specs/info about the top speeds and speed classes? Thanks in advance man

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    Check the tabs at the bottom of the document
    Speeds are in there btw lol

    Cipher
    Last edited by Cipher; 1st November 2015 at 08:15 PM.

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    Red face

    Yeah, I was working and couldn't check it depth, I've found it out later at home, but my comment was already done by then
    Anyway, is the link on the post quoted the "revised/final" version?

    Also, there's things that I don't quiet know what to make out of, like the Engine Falloff and the Engine Gain...
    Last edited by EienZero; 2nd November 2015 at 05:09 AM.

  11. #11
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    If you hover over those definitions, you'll get a little description pop up
    (For most of them anyway)

    And i think Bigsnake just edited the document when he updated it, meaning the link provided is the revised one

    Cipher

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    Are all the settings related to Speed (Speed Pads, Rolls, etc) time-based?

    And is there any info about the tracks, like number of speed pads, jumps, etc?

    - - - Updated - - -

    Thanks man
    Last edited by EienZero; 2nd November 2015 at 09:32 PM.

  13. #13
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    What do you mean time based?
    Weather they provide a time based boost? For turbos and barrel rolls, maybe, but speed pads is just an acceleration jump as long as you're on it i think

    And amount of speed pads and jumps could easily be done by just having a go on each track or even just watching some videos on youtube

    Cipher

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    I know, but unfortunately I've sold my PS3 a while ago, been thinking about it, I guess Youtube is my only chance now, if I can still find videos for all the tracks

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    Time for shameless self promotion!!
    http://youtube.com/AGCipher

    Haha neeeh, use whatever vid you find, but i'm pretty sure all tracks are in there, it's just a huge list, you might want to stick to the time trial or speed lap playlist, weapons however you'll have to dig through the rest (online phantom races playlist maybe, although it's not up to date, or just search the ootoobz ^^)

    Good luck!

    Cipher

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    Yeah man, good job, gonna check em out, ****! How I miss playing WipeOut! Cool avatar BTW, is that from the 2048?

    So, yeah, I've been doing big improvements in my game lately thanks to Bigsnake's file and renewed inspiration, even though I've been away from actually playing the game for more than a year Although I've decided to not no go for a 100% purist WipeOut version since it would just make sense to play it through a rather short timeline and I want the teams and pilots to evolve, I also want them to be equally balanced and I have found a way to do so and I'm loving the results so far. Also I'll be upgrading the speeds to Supersonic levels (and measured in MPH's) and the biggest and most dare addition to it, will be the crossover with Shadowrun (RPG) characters to give a bit of a F-Zero feeling to it (I grew up playing those games, specially F-Zero, RnR Racing or even Carmageddon left a big imprint on me) I'll be using the WipeoutFury Teams and ship designs as well as respect the game story and timeline though.

    My only concern is that I feel like working on something that no one else but myself is gonna be up to play to, haha, but I don't care, I've been doing it for about 20 years already

  17. #17
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    The avatar is a picture i made with my DSLR (i love playing with light)

    And don't go too ambitious on your project and burn out on it, better to finish something completely and improve it than stopping halfway

    Try joining some development forums if you want your work to get out there ^^
    Good luck with it!

    Cipher

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    Yeah, thanks for the big ups man, I've been doing this for half my life that way, from times where I could work on it day and night non-stop for weeks/months to times where I've kinda gave up out of the "realization of how pointless it was and how my time I've wasted...", but the truth is that if there's something that it just feels natural and makes me feel inspired enough to work on it like there's nothing else in life, is creating/developing stuff like this, I also love and do my own sort of artistic design & DSLR Photography (also out of pure joy and need) and music too... quite "Arcade-ish" but maybe a bit too gutterpunk/raver to ever make it into a videogame, although it would definitely fit better in one that what it did on-stage, haha. Anyways, thanks again buddy.

  19. #19
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    Wait, so the Piranha is crap then?

  20. #20
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    Stats do not determine the bond between ship and pilot =)

    Cipher

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